Quote:
Originally Posted by sir_pudding
I am trying to do better at planning (but I am the Megatron of the Procrastitrons), but I generally improvise most game sessions from very little prep. What I am getting better at is planning and prep-work at the very beginning of the campaign (which is GURPS with it's toolkit approach to rules and options is super important).
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Wow, you sound like me. Flesh out a campaign idea, get some background information, sort out rules and chargen, and wing the rest. If your players enjoy it, that's all the really matters, so keep ion with it. I've always found that overplanning does two things. It creates a false sense of security that always gets shattered by unexpected player actions, and it can lead to rigid game sessions. So I'm with you, Sir Pudding.